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"Kenneth" <kdw### [at] gmailcom> wrote:
[snip]
> This could be a big part of why the memory footprint of the scene increases, and
> I don't yet know how to work around it-- that is, without a 'brute-force' method
> of pre-#declaring 50 such constructs as individual texture blocks!
How about:
Declare a texture block array. Put the filename strings into another array using
an initialiser list, then fill the texture block array by iterating over the
filename array and using Parse_String() (in Strings.inc) to substitute the
filenames in the image pattern statement. Parse_String() is nasty because it
writes an include file then includes it on the spot, but as long as you're not
doing it thousands of times it should be fine.
Unless I've misunderstood a) your description or b) Parse_String() - it's late
here so my brain is shutting down! I'll revisit tomorrow :)
Bill
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